WoWinSchool

 

Supporting Research

Page history last edited by DeanGroom 4 mos ago

Supporting Research:

 

*=primary supporting research

Becker, K. (2006). Pedagogy in commercial video games. In D. Gibson, C. Aldrich & M. Prensky (Eds.), Games and simulations in online learning: Research and development frameworks. Hershey, PA: Idea Group Inc.

 

Clarke, J., & Dede, C. (2005). Making learning meaningful: An exploratory study of using multi-user environments (MUVEs) in middle school science. Paper presented at the American Educational Research Association Conference, Montreal, Canada.

 

Dede, C., Ketelhut, D. J., & Nelson, B. (2004). Design-based research on gender, class, race, and ethnicity in a multi-user virtual environment. Paper presented at the American Educational Research Association Conference, San Diego, CA.

 

Gee, J. P. (2007). What video games have to teach us about learning and literacy (revised and updated edition.). New York: Palgrave Macmillan.

 

Ketelhut, D. J., Dede, C., Clarke, J., & Nelson, B. (2006). A multi-user virtual environment for building higher order inquiry skills in science. Paper presented at the American Educational Research Association, San Francisco, CA.

 

Oblinger, D. G., & Oblinger, J. L. (2005). Educating the net generation. Retrieved September 18, 2008, from http://net.educause.edu/ir/library/pdf/pub7101.pdf.

 

Prensky, M. (2006). Don't bother me mom, I'm learning! : How computer and video games are preparing your kids for 21st century success and how you can help! (First.). St. Paul, MN: Paragon House.

 

Reeves, B., & Malone, T. (2007). Leadership in games and at work: Implications for the enterprise of massively multiplayer online role-playing games. Palo Alto, California: Seriosity.

 

Reeves, B., Malone, T., & O'Driscoll, T. (2008, May) Leadership's online labs. [Electronic Version]. Harvard Business Review, 58-66.

 

Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research & Development, 44(2), 43-58

 

Shaffer, D. W. (2006). How computer games help children learn. New York: Palgrave Macmillan.

 

Squire, K. (2005). Changing the game: What happens when video games enter the classroom? . Retrieved August 9, 2008, from http://www.innovateonline.info/index.php?view=article&id=82&action=article.

 

*Steinkuehler, C. A. (2008).  Cognition and literacy in massively multiplayer online gamesHandbook of Research on New Literacies. Mahwah NJ.

 

*Steinkuehler, C.A. and Duncan, S. (2008).  Scientific habits of mind in virtual worlds.  Journal of Science Education and Technology.

 

Vogel, J. J., Vogel, D. S., Cannon-Bowers, J., Bowers, C., Muse, K., & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta-analysis. Journal of Educational Computing Research, 34(3), 229-243.

 

Yazzie-Mintz, E. (2006). Voices of students on engagement: A report on the 2006 high school survey of student engagement. Indiana University School of Education Bloomington. Retrieved September 18, 2008, from http://ceep.indiana.edu/hssse/pdf/HSSSE_2006_Report.pdf.

 

Videos:

 

The following video is from a Frontline interview series with James Gee on video games.  This interview addresses several of the ideas and issues associated with this project.  Watch the whole series here:  http://www.pbs.org/wgbh/pages/frontline/digitalnation/extras/interviews/gee.html

 

 

 

Supporting Websites:

 

Video Game Camps Target At-Risk Youth - eSchoolNews.

 

Online Games Like World of Warcraft Can Create Better Citizens... - The Capitol Times, Madison, WI.

 

World of Warcraft Game Succeeds in School - LiveScience.

 

Articles:

 

You Play World of Warcraft? You're Hired! - Wired Magazine - http://www.wired.com/wired/archive/14.04/learn.html

 

IBM & Seriosity Thinks World of Warcraft Doubles as Corporate Incubator - http://akugel.wordpress.com/2007/07/02/ibm-seriosity-thinks-world-of-warcraft-doubles-as-corporate-incubator/

 

World of Warcraft: The Educational Tool - The Selected Works of Kenneth Pierce

 

The Impact of After School Programs That Promote Personal and Social Skills - meta study by CASEL

 

Slash, Burn, and Learn - Pat Galagan, ASTD

 

The "V" Word:

Research addressing the topic of violence and aggression caused by video game use.

 

Video Game Aggression Supported by "Scant Scientific Evidence"

 

Research: 'Absolutely No Evidence' Violent Games Lead Kids to Real-Life Violence

 

http://www.ojp.usdoj.gov/bjs/glance/tables/viortrdtab.htm

 

Further game based research and references

 

Books

 

 

Book Chapters

 

 

Journal Articles

 

 

Commentaries and Reviews 

 

 

Game Culture

 

 

Designing Games within Education

 

 

 

 

 

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